Interesting…Cockpit-as-frame of reference. That makes more sense.
Keep the Cockpit view, They are awesome
3rd person feels stale & childish, the future is in First Person… Everything… Cockpits included
Dont skimp out because of resources, get more.
You will see from our crowd funding video that we do indeed plan to incorporate cockpits.
Ha. Easier said than done.
But don’t worry:
1st person has always been the plan. The only thing being discussed really was the extent of the cockpit interiors… 1st person with HUD like the ICP or fully modeled interiors like SC and Elite.
Well, the '010 Tech Demo had a “fully modeled” cockpit interior.
Yeah, problem is: they can’t hire more yet as they are working on their spare time. Things will get better once the kickstarter is done … hopefully ^^
Anyway, i’ve always been mitigated to “glass-like” cockpits that ressemble earth aircrafts. After all, having a breach in the glass cockpit is not necessarly lethal in earth’s atmosphere. Hell, you can even escape your (military) aircraft with an ejection seat, with only the minor problem of having a warm protection suit and possibly a oxygen breather for high altitude.
But in space? You better hope not to have any breach EVER, or wear your space protection suit at all time during fights, which includes some kind of helmet. Not the best way to have a good vision.
It might still be an acceptable option for small spacecrafts, as a layer of metal, relatively thin, is not that better than some glass-like structure. For bigger spacecrafts however, the operationnal center should not have the flaw of being possibly directly attacked through the window. Therefore, the operationnal crew should pilot the spacecraft from a well-protected inside, with sensors, cameras or what-nots.
Oh, and by the way … nice zombie dig 
Fully modeled unique cockpits are the plan, up to a certain size ship. We do not plan on bridges for ships frigate sized or larger.
Yes but Flavien was quite clear at the time that it didnt mean the game would have cockpit interiors.
Ok. I’m interested to see what the visibility is like.
I’m interested too and many others probably, but do you really think that they will throw a pic at us?
We will not show the cockpit before the KS video is released.
Oh well. Thanks telling us 
[quote=“INovaeGene, post:37, topic:179”]
Fully modeled unique cockpits are the plan, up to a certain size ship. We do not plan on bridges for ships frigate sized or larger[/quote]
Use cockpits everywhere.
For practical reasons, all cockpits would have the ability to vary the opacity of the ship. In larger ships, cockpits would be fully-enclosed, and provide a virtual view of some ship location, including center of mass and various hull locations.
If you want to support multiple players in one ship, just add more cockpits.
If you want to allow players to walk their characters around inside ships, just include an animation for getting in or out of a cockpit. Players would realize that what they’ve been doing is sitting in cockpit modules inside a combat information center. Get out of the module and you’re in the CIC. From there, walk around the ship as you like.
If you want to include the anachronism of a bridge, just put a camera in a bridge area. When you’ve implemented walking around, the bridge is accessible on foot as well.
The penultimate version of this is a large ship with an interior room (the CIC) containing a bunch of cockpit modules. The player character boards the ship, takes the turbo lift to the appropriate part of the ship, walks down the halls into the CIC, finds the right cockpit module, enters it and goes through the same sort of startup sequence as is seen in other games.
I think there is a balance of adopting the game to fit your ability and making the game the best you can to the intended vision.
I really don’t believe that gameplay should be adjusted to such a degree where your whole game mutates according to your limited ability. Is it not better to follow your vision and leave the more complex features to a time when you do have that ability, than to reinvent the core game, it’s lore, setting and logic according to your current limitations.
JB, I totally agree with you but I think the art guys want external cockpits.
It’s a cheap logical solution and they shouldn’t use it unless they have no vision of their own for bridges. 
Why not? They want cockpits for external ship aesthetics but that’s it I think.
iirc Cutterjohn proposed something similar a looong time ago. However, we will not be doing anything like this for I:B. Frigates & larger (if we allow players to control them at all, depends on funding ofc) will be 3rd person point & click etc.
Well you guys just get that engine working and provide an indie license. I’m more interested in your technology than your gameplay vision.
You know @hrobertson, you can also quote individual letters and make any sentence from a quote you want 
IMO I expressed why that is a bad approach to game design.
The game will come first, as the crowd funding is for the game. Depending on how well that does, the tools can be further developed to the point where an indie release makes more sense. At this point in time, the tools are not end-user friendly.
However, Keith has mentioned the possibility of an early release of the engine/tools without support.